Audio Spoilers

There are massive spoilers for Garrosh ahead, as well as a touching sound clip of Nazgrim talking to Gamon and Lorewalker Cho discovering the corruption in Vale of Eternal Blossoms. There's also some audio files covering the upcoming Celestial pet tournament.

My people should have taken this world long ago, during the FIrst War! But they fell to corruption in their weakness. THey asked the pitiful races of Azeroth to join the Horde. I will succeed where they have failed, and no power in this world can stop me!

No, it cannot end like this. What I…what I have seen? Nooooo! This world, is my destiny! My, destiny.

Anger, hatred, fear, they are weapons of war. The tools of a Warchief. yes, yes, I can see it now. I can see the future of this world. A world ruled by the Horde, my Horde! The old one calls to you. The heart will be your end. See the visions of fear, despair and doubt as I have. You will be trapped for eternity. The true horde will come to pass, I have seen it! I have seen mountains of skulls and rivers of blood, and I will have my world!

You think you have won, you are blind. I will force your eyes open! Behold, my glorious destiny! There is no place for you in my world. I will destroy everything you have ever loved! Do you remember nothing of honor, of glory on the battlefield? You would parlay with the humans, who have warlocks practice their dark magic right under our feet.

You are weak. We are the orcish Horde, the true Horde. We die bloody and thrashing on the field of battle, like true orcs should. You are an orc no longer, and speak for none but yourself. You betrayed your people to forge your fragile alliances and I will take great pleasure in tearing them apart.

Fool, my dark shaman have twisted and tortured the elements for miles around. They cannot hear you now. Once again, you proved too weak and powerless to do anything.

So, you wish to face off against a real orc warchief. So be it. I, Garrosh, Son of Grom, will show you what it means to be called Hellscream! Weak, pitiful…now you know your place in my new world.

Witness the power of the true Horde's arsenal. We will cleanse this world in steel and fire. Warbringers, bloody your blades. Farseers, mend our wounds.

For the true horde! Blood and thunder! Die with honor. The power flows through me. The power to crush your world, and everything on it. All will fall in the name of Hellscream!

A legend is born, Ah of course, my old friend from the Jade Forest. Wait, wait…let me make sure I get the story right. Pandaren will tell this tale for generations. An outsider from beyond the Mists…must we use the word conquer? Mantid and Mogu alike were brought low by the hero's fury. When war came to Pandaria's shores, our hero was ready! Even the mighty Thunder King fell before our champion's night!

Knowledge uncovered, of the world. Let us stop for a moment…what kind of hero are we talking about?

My friend, please think carefully about the legacy you will leave behind. How will your story end? A pandaren legend is born.

Sing praise to our new hero! Ah, we adventure to gather again, except this time I am afraid circumstances are much more dire.

What has become of the Vale, the land is scarred? The ever blooming trees wither and die as the water from the pools drains away. Come, let us see the other horrors Garrosh has unleashed upon our land.

Once, the titans used these life-giving waters to create and shape all life in pandaria. It is these waters that keep the Vale in bloom. Their runoff into the Valley of Four Winds created the most fertile farmland in the world.

The malignancy of the old god has manifested itself in the waters--such a foul, foul, thing.

Destroy it, before it seeps deep into the soil and corrupts all of Pandaria. Ah, you have done it. The waters are pure once more! Can you feel their life-giving energies flow through you? It will take much time for the Vale to heal, but you have given us hope.

Can it be? Oh no, the Golden Lotus! They pledged their lives to defend this place.

Rook Stonetoe! You remember me! What has happened to you? I see, this sha energy has trapped their spirits here, to endlessly relive their failure. It feeds on their despair. This is a fate far worse than death. Please, heroes, set their souls free. They are at peace, dear friends. May your souls become one with the land you gave your lives to protect.

Astonding! This must have been hidden away long before recorded history, and with good reason. In the chamber ahead, under our peaceful land, slept the heart of an old god.

Oh my, what is this! Hello! I am Lorewalker Cho. Further corruption? Oh no, we are here to stop the corruption and save Pandaria.

Taran Zhu, don't speak friend…I will take you to the healers, I will find help. Hold off the sha for as long as you can.

This is history in the making! Give us a chance to lend our aid! We can help you rebuild the vale?

What is this place? I've been here for hours and the sun hasn't moved. What could create such a thing? Is it dangerous?

I am Nazgrim! Fist of the warchief and general of the Horde army. If I must die today, I will die with honor in battle, for the horde!

It is an honor to finally face you in combat. For honor! for honor, and for the Horde!

I die…with honor. Lok'tar O'gar.

Gamon, you have finally learned. I am proud to have died at your hands. For the Horde. You have learned much, and learned well. An honorable battle, in the end. I stood by the Warchief because it was my duty, and I am glad it was you who struck me down. May your strength lead the Horde into a new era of prosperity.

Vol'jin, you are foolish! You have no siege weapons left! You cannot win this battle. You may have defeated the war machine, but the gate still stands. You will not take Orgrimmar today. Kor'kron, to the gates, now!

So, it has come to this. Together, we have learned and grown over the years. And now, we find ourselves face to face on the battlefield. Oh, do not think I will go easy on you, nor do I expect any quarter.

What we do now, we do for the Horde, both of us. Ha! you should have trained harder.

I can't go on…help me! Thank you, nice shot!

She's turning her siege weapons on her own towers! One down, one to go. It worked! the proto-drake is falling. We've done it! We'll hold the docks for the remaining landing party.

Follow the path to the gates of Orgrimmar and make contact with Vo'jin and his revolutionaries.

Varian, no! Varian…

Your'e still alive! Good, but there's chaos in the city streets. The Kor'kron are making a push for this compound, they're not giving up.

So Hellscream's arrogance unleashed the last of the Sha--I am not surprised. Gorehowl, news to no-one.

King Wyrnn's fleet is landing at Orgrimmar as we speak. I'm warning you Lor'themar, we are besieging the city, and we will destroy Hellscream. Your people have best stay out of our way.

Come Heroes! Through the portal The Siege of Orgrimmar begins.

High King, I've brought reinforcements. I can open a portal to the docks, lrge enough to get a strike team through.

The Dragonmaw are supporting the Warchief. We're going to need some serious fire. power.

Here they come, I've conjured a blizzard, lead them into it!

Where is this blood coming from? I require assistance. Ah, much improved. Impressive.

She seems to be assaulting her own towers…we are halfway there.

Sometimes I impress even myself. And down goes the dragon, finally. I will never get all of this dust out of my robes.

I will take that as a compliment. We'll hold the docks and marshal the forces.

Vol'jin will hold the gates of orgrimmar. Oh my, what has overcome our dark lady?

Look here! His weapons are left behind! This means he's completely unhinged.

Likewise, Sylvanas and I have sent ships to assist in Vol'jin's revolution. It is always a privilege to see you, Lady Proudmoore.

Champions, come with me. It's time to settle grievances with our...Warchief.

Bladefist Bay is fortified! By the Sunwell, we're getting slaughtered. Heroes, port over to the docks and take out their shore defenses. Put a stop to this bloodshed.

Sylvanas, you will leave our corpses alone, or I will deal with you here and now.

Well, I suppose that's between you and the alliance.

Well done, the first brigade has made landfall. Strategy, dark lady,..we should repurpose the land brigade.

Heroes! Take the towers. Turn the cannons on the port drake and blast it from the sky! Some of you will need to stay behind to hold the beachhead.

I'm summoning a flamestrike, lead them into it.

in this, you will not be allowed to heal your pets. One of the marks of the great leader is the ability ot lead many subjects from many backgrounds, united, under one banner.

Today, you will face many trainers who have honed their skills and proven themselves. Will your pets tell the same story about you? We shall see. Good luck!

Ah, you have raised your pets well and beaten some of Pandaria's most seasoned and charismatic trainers, but the trial is not over. Oh no! You shall face off against the true visages of wisdom, strength, fortitude, and hope--the children of the celestials themselves. Be warned, they have power and abilities the likes of which have not been seen for generations.

Hurrah for our new champions! You have shown your own inner strength, and it is reflected in those you have raised. They are lucky to have such a strong leader. May the lessons of the celestials light your way, in the most trying of times.

Long ago, the jade serpent instructed me to purify my spirit and become one with the land. My doubts were vanquished.

When my journey began, I was reckless in my strength. The white tiger tought me control. My hatred, anger, and violence were vanquished.

The red crane saw hope in me. and instructed me to look inward, despite my visage of despair. I found this hope, the despair was vanquished.

In the face of great fear, the black ox taught me fortitude, Through terror and darkness it persevered. The fear was vanquished.

You have walked the trial of wisdom, and learned of the path of the jade serpent. May you learn from this lesson as I did.

You have walked the trial of strength, and learned of the path of the white tiger. May you remember this lesson always.

You have walked the trial of hope, and learned of the path of the red crane. May it guide your footsteps through time.

You have walked the trial of fortitude, and learned of the path of the black ox. May it bless your passage.

Welcome to a very special trial. The wisomd of a leader is reflected in the greatness of his followers. Let us see if your training has truly inspired those you lead.

It is decided. The Vale of Eternal Blossoms shall remain open. The transgressions of the outsiders have been great, but I see in them the capability to right what has been wronged.

Haha! The trial commences. You are strong, stronger even than you release. Carry this through with you into the darkness ahead. Strength is far more than simple physical prowess. When you are truly tsted, will you be able to tell the difference between strength and power!

Return twice as powerful. Believe in your strength. You have the power to change your destiny. Do not mistake the power darkness offers for true strength.

The Pandaren will sing your praises for ages to come. Children of Pandaria, the mists have fallen for good or for ill. Our land is open to all. Let us draw ourselves together, to rebuild this sacred place. This is the first place towards healing a war-torn world.

The trial begins! Your wisdom has seen you through this trial. May it ever light your way out of dark places.

The lesson of true wisdom lies within you dear heroes, and within the choices you make. When faced with overwhelming darknesss, will you make the right decisions?

Learn from your mistakes, listen to your inner voice, and seek out the truth. Do not let your judgement be clouded in truing times. Always consider the consequences of your actions.

I knew you were destined for greatness. Then let us begin! Your hope shines brightly, and even more brightly when you work together to overcome. It will ever light your way, in even the darkest of places.

When faced with challenges, the like you have never seen, what do you hope for? What is the future you seek?

Do not give up on yourself! Lean on one another, and let others carry hope for you.

Without hope, there is no brightness in the future. Create the destiny you seek.

Item - Druid T16 Balance 2P Bonus: Arcane spells cast while in Lunar Eclipse will shoot a single StarfallLunar bolt at the target. Nature spells cast while in a Solar Eclipse will shoot a single SunSolar bolt at the target.

Item - Druid T16 Guardian 4P Bonus: Activating Frenzied Regeneration and Savage Defense will cause a heal over time on yourself for 10% of your maximum healthbased on 25% of your Attack Power over 8 sec.

Item - Druid T16 Restoration 2P Bonus: Ironbark increases your critical chance by 20% for 12 sec.Rejuvenation ticks have a 5% chance to grant a Sage Mender, reducing the mana cost and cast time of your next Healing Touch by 20%, stacking up to 5 times.

Item - Druid T16 Restoration 4P Bonus: Rejuvenation, Lifebloom, and Wild Growth critical heals have a chance to causeCasting Ironbark grants you Spark of Life, causing all cast time heals forspells within the next 12 sec to causegrant a Living Seed on the target for 80% of the amount healed.

Item - Hunter T16 4P Bonus: Explosive Shot casts have a 40% chance to increase the number of charges your nextnot consume a charge of Lock and Load effect has. Instant Aimed shots reduce the cast time of your next Aimed Shot by 50%. Offensive abilities used during Bestial Wrath increase all damage dealt by 2%you deal by 2% and all damage dealt by your pet by $, stacking up to 15 times.

Item - Warlock T16 2P Bonus: Conflagrate hascritical strikes have a 20% chance to increase the critical strike chance of Immolate and Incinerate by 15%. Unstable Affliction critical hits have a 40% chance to increase all damaging effects of Malefic Grasp and Drain Soul by 30% for 10 sec. Soul Fire has a 20% chance to increase you and your pet's damage dealt by 20%.

Item - Warlock T16 4P Bonus: When a Burning Ember fills up, your critical strike chance is increased by 15% for 5 sec. Haunt has a 8% chance to refund its shard when expiring. Shadow Bolt and Touch of Chaos have a 20%8% chance to also cast Hand of Gul'dan at the target.

Classes

Anti-Magic Zone: Places a large, stationary Anti-Magic Zone that reduces spell damage done to party or raid members inside it by 75%40%. The Anti-Magic Zone lasts for 10 sec or until it absorbs at least spell damage.3 sec.

Death Siphon: Deal 6917 to 8038 7609 to 8842 of Attack Power] Shadowfrost damage to an enemy, healing the Death Knight for 150% of damage dealt.

Dark Command: Commands the target to attack you, but has no effect if the target is already attacking you.and increases threat that you generate against the target by 200% for 3 sec.

Sanguine Fortitude: Your Icebound Fortitude reduces damage taken by an additional 30%.and costs no Runic Power to activate.

Healing Elixirs: Every 18 sec, you gain Healing Elixirs. causing your next Brew or Tea to also healHealing Elixirs heals you for 15% of your total health the next time a damaging attack brings you below 35% of your maximum health, or you drink a Brew or Tea while injured.

Power Strikes: Every 20 sec, you gain Power Strikes, causing your next Jab, Soothing Mist, Spinning Crane Kick, Expel Harm, Keg Smash, or Crackling Jade Lightning to generate 1 additional Chi. If you are already at maximum Chi, a Chi Sphere will be summoned near you.

Ring of Peace: Forms a sanctuary around the friendly target, instantly silencing and disarming all enemies for 34 sec. In addition, enemies who attack or cast spells on allies within the ring of peace will be disarmed and silenced for an additional 34 sec. Ring of Peace lasts for 8 sec.

Growl: Taunts the target to attack you, but has no effect if the target is already attacking you.and increases threat that you generate against the target by 200% for 3 sec.

Talents and Specialization

Dream of Cenarius: The Emerald Dream grants a benefit which varies by your combat specialization. Balance Increases healing from Healing Touch by 20% and casting Healing Touch increases the damage bonus of your next Eclipse by 10%. Feral Increases healing from Healing Touch by 20% and casting Healing Touch causes your next Rip to deal 15%30% additional damage. Guardian Increases healing from Healing Touch by 20% and your Mangle critical strikes have a 20%30% chance to make your next Healing Touch or Rebirth instant, free, and castable in all forms. If Healing Touch is cast, its heal is increased by your Attack Power instead of your Spell Power. Restoration Increases Wrath damage by 20% and your Wrath spell causes a nearby ally to be healed for 100% of the damage done.

Soul of the Forest: Aessina's blessing grants a benefit which varies by your combat specialization. Balance Your Wrath, Starfire, and Starsurge casts have a 8% chance to cause your next Astral Communion to instantly advance you to the next Eclipsegrant 100 Lunar or Solar Power. Feral Your finishing moves grant 4 Energy per combo point. Guardian Mangle now generates 8%30% more Rage. Restoration You gain 100% haste for your next spell when you cast Swiftmend.

Frost Bomb: Places a Frost Bomb on the target. After 4 sec, the bomb explodes, dealing 4600 Frost damage to the primary target, and 2301 Frost damage to all other targets within 10 yds. All affected targets are slowed by 70% for 2 sec. Frost Bomb's countdown and cooldown are reduced by haste. This spell is strongest when it can hit 5 or more targets with the explosion.

Living Bomb: The target becomes a Living Bomb, taking 4288 Fire damage over 12 sec. When this effect ends, or the target dies, it explodes to deal an additional Fire damage to the target and all other enemies within 10 yards. Limit 3 targets. This spell is strongest when applied to 1 or 2 targets. This spell has a 1.0 sec global cooldown.

Nether Tempest: Places a Nether Tempest on the target which deals 3900 Arcane damage over 12 sec. Each time Nether Tempest deals damage, an additional 50% of that damage is also dealt to a random target within 10 yards. This spell is strongest when applied to 3 or 4 targets.

Temporal Shield: Envelops you in a temporal shield for 4 sec, reducing all damage taken by 15%. 100% of the damage taken while shielded will be healed back over 6 sec. This spell is usable while stunned, frozen, incapacitated, feared or asleep, and is not on the global cooldown.

Mastery: Icicles: All your spells deal 16% increased damage against Frozen targetsFingers of Frost now increases the damage of Ice Lance by an additional 16%, and Brain Freeze increases the damage of the instant Frostfire Bolt by 16%. Increases the damage done by your Water Elemental by 16%.

Reckoning: Taunts the target to attack you, but has no effect if the target is already attacking you.and increases threat that you generate against the target by 200% for 3 sec.

Talents and Specialization

Eternal Flame: Consumes up to 3 Holy Power to place a protective Holy flame on a friendly target, which heals them for 5240 to 5837 3668 to 4086 of SpellPower] and an additional 508 every 3 sec for 30 sec. Healing increased per charge of Holy Power. The heal over time is increased by 100% if used on the Paladin. Replaces Word of Glory.

Sacred Shield: Protects the target with a shield of Holy Light for 30 sec. The shield absorbs up to damage every 6 sec. Can be active only on one target at a time.

Sanctified Wrath: Avenging Wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts. Holy Reduces the cooldown of Holy Shock by 50% and increases the critical strike chance of Holy Shock by 20%. Protection Reduces the cooldown of Judgment by 50%100%. Avenging Wrath also increases healing received by 20%. Retribution Reduces the cooldown of Hammer of Wrath by 50%.

Selfless Healer: Your successful Judgments reduce the cast time and mana cost of your next Flash of Light by 35% per stack and improves its effectiveness by 20% per stack when used to heal others. Stacks up to 3 times.

: You gain 12% of your total mana over 9 sec.but the amount healed by your healing spells is reduced by 50%.

Shield of the Righteous: Instantly slam the target with your shield, causing 836 Holy damage, reducing the physical damage you take by % for 3 sec, and causing Bastion of Glory. Bastion of Glory Increases the strength of your Word of Glory when used to heal yourself by 10%. Stacks up to 5 times.

Glyphs

: Your successful blocks increase the damage of your next Shield of the Righteous by 20%10%. Stacks up to 3 times.

Divine Insight: Discipline: When you cast Penance, there is a 100% chance your next Power Word: Shield will both ignore and not cause the Weakened Soul effect. Holy: When you cast Greater Heal or Prayer of Healing, there is a 100%40% chance your next Prayer of Mending will not trigger its cooldown, and will jump to each target instantly. Shadow: Periodic damage from your Shadow Word: Pain has a 5% chance to reset the cooldown on Mind Blast and cause your next Mind Blast within 12 sec to be instant cast and cost no mana.

Surge of Light: Discipline, Holy: Surge of Light You have a 15% chance when you Smite, Heal, Flash Heal, Binding Heal or Greater Heal to cause your next Flash Heal to be instant cast and have no mana cost. Limit 2 charges. Shadow: Surge of Darkness Periodic damage from your Vampiric Touch has a 15%20% chance to cause your next Mind Spike to not consume your damage-over-time effects, become instant cast, cost no mana, and deal 50% additional damage. Limit 2 charges.

Healing Tide Totem: Summons a Water Totem with 10% of the caster's health at the feet of the caster for sec. The Healing Tide Totem pulses every 2 sec, healing the 5 most injured party or raid members within 40 yards for 4932 .7398 .

Stone Bulwark Totem: Summons an Earth Totem with 10% of the caster's health at the feet of the caster for 30 sec that grants the caster a shield absorbing 34] damage for 10 sec, and up to an additional every 5 sec thereafter.

Restorative Waves: Increases the effectiveness of your healing spells by 25%, and the healing done by your Water totemsHealing Stream Totem by an additional 50%. In addition, heals you cast increase allies' maximum health by 10% of the amount healed, up to a maximum of 10% of their health.

: Deals 762 to 841 863 to 953 of SpellPower] Shadowflame damage to an enemy.and increases the duration of Corruption by 6 sec.

: Grants your Voidwalker the ability to cast Suffering. SufferingSpecial Ability30 yd rangeInstant10 sec cooldownThe Voidwalker taunts the target to attack it, but has no effect if the target is already attacking the Voidwalkerand increases threat that it generates against the target by 200% for 5 sec. Auto-Cast: Taunts the current target if it is not attacking the Voidwalker and taunts any target who attacks its master.

Taunt: Taunts the target to attack you, but has no effect if the target is already attacking you.and increases threat that you generate against the target by 200% for 3 sec.

Talents and Specialization

Impending Victory: Instantly attack the target causing 1246 damage and healing you for 30%20% of your maximum health. Killing an enemy that yields experience or honor resets the cooldown of Impending Victory. and causes your next Impending Victory to heal for 20% of your maximum health. Replaces Victory Rush.

Hunter Pets

Spell Changes

Growl: Your pet growls at the target, generating threat, and taunting the target to attack the pet, and increasing threat that your pet generates against the target by 200% for 3 sec.

Suffering: The Voidwalker taunts the target to attack it, but has no effect if the target is already attacking the Voidwalkerand increases threat that it generates against the target by 200% for 5 sec. Auto-Cast: Taunts the current target if it is not attacking the Voidwalker and taunts any target who attacks its master.

Companions

Rascal-Bot: Right Click to summon and dismiss Pierre. If you give him a moment to heat up, he makes an excellent cooking fire.Rascal-Bot.

NPC Abilities

This section has not been analyzed extensively by our team but is included for people interested in seeing what has changed in these areas.View changes

Anti-Magic Zone: Places a large, stationary Anti-Magic Zone that reduces spell damage done to party or raid members inside it by 75%40%. The Anti-Magic Zone lasts for 10 sec or until it absorbs at least spell damage.3 sec.

Anti-Magic Zone: Places a large, stationary Anti-Magic Zone that reduces spell damage done to party members inside it by 75%. The Anti-Magic Zone lasts for 103 sec or until it absorbs 0 spell damage.

Anti-Magic Zone: Places a large, stationary Anti-Magic Zone that reduces spell damage done to party or raid members inside it by 75%. The Anti-Magic Zone lasts for 103 sec or until it absorbs spell damage.

Death Grip: Harness the unholy energy that surrounds and binds all matter, drawing the target toward the Death Knight and forcing the enemy to attack the Death Knight, and increasing threat that you generate against the target by 200% for 3 sec.

: Forms a sanctuary around the friendly target, instantly silencing and disarming all enemies for 34 sec. In addition, enemies who attack or cast spells on allies within the ring of peace will be disarmed and silenced for an additional 34 sec. Ring of Peace lasts for 8 sec.

Healing Tide Totem: Summons a Water Totem with 10% of the caster's health at the feet of the caster for sec. The Healing Tide Totem pulses every 2 sec, healing the 5 most injured party or raid members within 0 yards for 4932 .7398 .

Provoke: Taunts and causes additional high threat to the target, and increases threat that you generate against the target by 200% for 6 sec.

Incapacitated: Forms a sanctuary around the friendly target, instantly silencing and disarming all enemies for 34 sec. In addition, enemies who attack or cast spells on allies within the ring of peace will be disarmed and silenced for an additional 34 sec. Ring of Peace lasts for 8 sec.

Incapacitated: Forms a sanctuary around the friendly target, instantly silencing and disarming all enemies for 34 sec. In addition, enemies who attack or cast spells on allies within the ring of peace will be disarmed and silenced for an additional 34 sec. Ring of Peace lasts for 8 sec.

Growl: Taunts the target to attack you, but has no effect if the target is already attacking you.and increases threat that you generate against the target by 200% for 3 sec.

Temporal Ripples: Envelops you in a temporal shield for 4 sec, reducing all damage taken by 15%. 100% of the damage taken while shielded will be healed back over 6 sec. This spell is usable while stunned, frozen, incapacitated, feared or asleep, and is not on the global cooldown.

Uncategorized

This section has not been analyzed extensively by our team but is included for people interested in seeing what has changed in these areas.View changes

Absolution: Circle of Healing and Prayer of Mending casts increase the effect of your next Holy Word spell by 50%15%, stacking up to 10 times. While Spirit Shell is active, you gain 10%15% haste and 3500 mastery.

Return to Stone: Creates voids of magic around units in the area for 10 sec. Any targets which remain in the area are healed for 5% of their maximum health every second.Fires a bolt of creation fluid at a location which inflicts 120000 Fire damage every second for 5 sec. After 5 sec, the fluid congeals into a solid form, inflicting 50000 Fire damage every second for 30 sec and creates a Primal Ooze. These vile creatures increase in damage, size, and speed every second until defeated.

Adamantite Grenade: Inflicts 450451 to 750 Fire damage and incapacitates targets for 3 sec in a 3 yard radius. Any damage will break the effect. Unreliable against targets higher than level 80.

Adamantite Scope: Attaches a permanent scope to a bow or gun that increases its damage by 10. Attaching this scope to a ranged weapon causes it to become soulbound.

Adamantite Weapon Chain: Attaches a chain to your weapon, reducing the duration of Disarm effects by 50% and increasing your Parry by 15. Does not stack with other similar effects. Attaching an adamantite weapon chain causes the item to become soulbound.

: Animates all created stone statues, mirroring his attacks.Commands some animated statues to strike.

Annihilate: Inflicts 0 damage to enemies within 0 yards in front of the caster.

Anti-Magic Zone: Places a large, stationary Anti-Magic Zone that reduces spell damage done to party members inside it by 75%. The Anti-Magic Zone lasts for 103 sec or until it absorbs 0 spell damage.

Anti-Magic Zone: Places a large, stationary Anti-Magic Zone that reduces spell damage done to party members inside it by 75%. The Anti-Magic Zone lasts for 103 sec or until it absorbs 0 spell damage.

Anti-Magic Zone: Places a large, stationary Anti-Magic Zone that reduces spell damage done to party members inside it by 75%. The Anti-Magic Zone lasts for 103 sec or until it absorbs 0 spell damage.

Anti-Magic Zone: Places a large, stationary Anti-Magic Zone that reduces spell damage done to party or raid members inside it by 75%. The Anti-Magic Zone lasts for 103 sec or until it absorbs at least + (($STR * 4))] spell damage.

Arcane Bomb: Drains 675676 to 1125 mana from those in the blast radius and does 50% of the mana drained in damage to the target. Also Silences targets in the blast for 5 sec. Increased chance of failure if you are higher than level 60.

Arcane Explosion: Causes an explosion of arcane magic around the caster, causing 7500050000 Arcane damage to all targets within 10 yards.

Banishment: Enemies filled with pride are banished to a realm of corruption, leaving behind a physical manifestation of their pride. Once banished, they cannot escape until the physical form of their pride has been destroyed.

Blessed Wizard Oil: While applied to target weapon it increases spell damage against undead by up to 100. Lasts for 1 hour. Cannot be applied to items higher than level 165.

Blood Frenzy: InflictsThe force of Thok's roar of hunger knocks away frontal enemies, inflicting 390000 to 410000 $k damage in a frontal cone. After 5 stacks, the target will be frozen in a tomb of ice.damage.

Blue Brew: Restores 1800 to 30002999 mana. Only works in the Blade's Edge Plateaus.

Bolt of Eonar: Hurls a magical bolt at an enemy, inflicting 85 to 115114 Nature damage.

Bubble Pop: Increases damage dealt by 50% for 1 min.Allows you to walk across water.

Charm of the Bloodletter: Your melee and ranged attacks have a 3% chance to grant you 5000] melee and ranged critical strike for 10 sec.

Chill of Norgannon: Hurls a magical bolt at an enemy, inflicting 85 to 115114 Frost damage.

Chomp: Chomps on an enemy, dealing 0 damagedamage equal to 27 to 32% of the target's health and an additional 46 to 53 damage every 512000 damage every 1 sec. Removed when the target's health goes above 90%.

Consecrated Weapon: While applied to target weapon it increases attack power against undead by 170. Lasts for 1 hour. Cannot be applied to items higher than level 165.

Corrosive Blood: Inflicts 146250 to 15375039000 to 41000 Nature damage initially, and then 7312 to 768719500 to 20500 Nature damage every 2 seconds.

Corrupted Prison: Imprisons an enemy in a corrupted Sha prison, stunning them and inflicting 100000 Shadow damage every second. Enemies remain trapped until all titan locks have been activated.

Corrupted Prison: As a corrupted prison activates, an explosion of sha energy inflicts 65 Shadow damage to all enemies within 0 yards of the prison, knocking them back.

Corrupted Prison: Imprisons an enemy in a corrupted Sha prison, stunning them and inflicting 100000 Shadow damage every second. Enemies remain trapped until all titan locks have been activated.

Corrupted Prison: Imprisons an enemy in a corrupted Sha prison, stunning them and inflicting 100000 Shadow damage every second. Enemies remain trapped until all titan locks have been activated.

Corrupted Prison: Imprisons an enemy in a corrupted Sha prison, stunning them and inflicting 100000 Shadow damage every second. Enemies remain trapped until all titan locks have been activated.

Corruption Kick: Spins rapidly in a circle, rooting himself and inflicting 146250 to 153750 Physical damage around the casterto targets within 10 every second for 4 sec. Additionally damagescurses nearby targets, inflicting 75000 Shadow damage every second for 9 sec.

Corruption Kick: Spins rapidly in a circle, rooting himself and inflicting 146250 to 153750 Physical damage around the casterto targets within 10 every second for 4 sec. Additionally damagescurses nearby targets, inflicting 75000 Shadow damage every second for 9 sec.

Corruption Kick: Spins rapidly in a circle, rooting himself and inflicting 146250 to 153750 Physical damage around the casterto targets within 10 every second for 4 sec. Additionally damagescurses nearby targets, inflicting 75000 Shadow damage every second for 9 sec.

Counterspell: Counters the enemy's spellcast, preventing any spell from that school of magic from being cast for 63 sec.

Dark Iron Bomb: Inflicts 225 to 67563 to 189 Fire damage and incapacitates targets in a 5 yard radius for 4 sec. Any damage will break the effect. Unreliable against targets higher than level 73.

Dark Meditation: Sun Tenderheart enters a Dark Meditation, inflicting Shadow damage to all enemies every second. Players take 35% less damage when inside her Meditative Field. Players at a distance greater than 40 yards take increased damage.manifests an evil form of her protectors, making Embodied Despair and Embodied Desperation. These spirits continue their attacks against players until both are slain.

Dark Meditation: Sun Tenderheart enters a Dark Meditation, inflicting Shadow damage to all enemies every second. Players take 35% less damage when inside her Meditative Field. Players at a distance greater than 40 yards take increased damage.

Dark Meditation: Sun Tenderheart enters a Dark Meditation, inflicting Shadow damage to all enemies every second. Players take 35% less damage when inside her Meditative Field. Players at a distance greater than 40 yards take increased damage.

Dark Rune: Restores 900 to 15001499 mana at the cost of 600 to 1000 life.450 to 749 life.

Death From Above: Slams into the ground, inflicting 439375 to 510625 Physical damage to nearby enemies and knocking them back. Stuns the caster and increases their damage taken by 300%200% for 5 sec.

Death From Above: Slams into the ground, inflicting 439375 to 510625 Physical damage to nearby enemies and knocking them back. Stuns the caster and increases their damage taken by 300%200% for 5 sec.

Death Grip: Harness the unholy energy that surrounds and binds all matter, drawing the target toward the Death Knight and forcing the enemy to attack the Death Knight, and increasing threat that you generate against the target by 200% for 3 sec.

Deathbringer: Dancing Rune Weapon will reactivate all Frost and Unholy runes as Death Runes, and make your next 42 Death Strikes free.

Defiled Ground: Smashes the ground with fervor, inflicting 332500 to 367500 Physical damage to enemies within 7 yards of the current target. This columnher current target, knocking them back. This force burns into the ground, inflicting 100000 Shadow damage every second to enemies.within 7 yards.

Defiled Ground: Smashes the ground with fervor, inflicting 332500 to 367500 Physical damage to enemies within 7 yards of the current target. This columnher current target, knocking them back. This force burns into the ground, inflicting 100000 Shadow damage every second to enemies.within 7 yards.

Defiled Ground: Smashes the ground with fervor, inflicting 332500 to 367500 Physical damage to enemies within 7 yards of the current target. This columnher current target, knocking them back. This force burns into the ground, inflicting 100000 Shadow damage every second to enemies.within 7 yards.

Demonic Rune: Restores 900 to 1500908 to 1512 mana at the cost of 600 to 1000 life.578 to 962 life.

: Forms a sanctuary around the friendly target, instantly silencing and disarming all enemies for 34 sec. In addition, enemies who attack or cast spells on allies within the ring of peace will be disarmed and silenced for an additional 34 sec. Ring of Peace lasts for 8 sec.

Distilled Wisdom: Increases Intellect by 65 for 1 hour. Counts as both a Battle and Guardian elixir. This effect persists through death.

Distracting Shot: Distracts the target to attack your pet, but has no effect if the target is already attacking your pet. Lasts 6 sec.and increases threat that your pet generates against the target by 200% for 6 sec.

Divine Crusader: Holy Power consumers have a 25% chance to make your next Divine Storm free and deal 50% more damage.

Shadowy Insight: Discipline: When you cast Penance, there is a 100% chance your next Power Word: Shield will both ignore and not cause the Weakened Soul effect. Holy: When you cast Greater Heal or Prayer of Healing, there is a 100%40% chance your next Prayer of Mending will not trigger its cooldown, and will jump to each target instantly. Shadow: Periodic damage from your Shadow Word: Pain has a 5% chance to reset the cooldown on Mind Blast and cause your next Mind Blast within 12 sec to be instant cast and cost no mana.

Earthen Elixir: Prevents up to 20 damage done by a physical or magical attack for 1 hour. Guardian Elixir.

Egg Nog: Restores 66816072 health over 18 sec. Must remain seated while eating. If you spend at least 10 seconds eating you will become well fed and gain 2 Stamina for 15 min.Also packs quite a kick...

Exploding Iron Star: The impact of the Iron Star causes it to explode, inflicting 1950000 to 20500002437500 to 2562500 Fire damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from the explosion.

Fortification of Shattrath: Increases the player's maximum health by 500 and dodge by 10 for 1 hour. Counts as both a Battle and Guardian elixir. This effect persists through death.

Frigid Blast: Arcane Missiles has a 20% chance to not consume Arcane Missiles!. Consuming Brain Freeze has a 75% chance to drop an icy boulder on your target. Fireball and Pyroblast have a 10% chance to cause Inferno Blast to have no cooldown for 6 sec.

Frost Bomb: Places a Frost Bomb on the target. After 4 sec, the bomb explodes, dealing 4600 Frost damage to the primary target, and 2301 Frost damage to all other targets within 10 yds. All affected targets are slowed by 70% for 2 sec. Frost Bomb's countdown and cooldown are reduced by haste. This spell is strongest when it can hit 5 or more targets with the explosion.

Frost Grenade: Blasts enemies for 75 to 124 Frost damage and freezes them in place for up to 5 sec. Damage caused may interrupt the effect.

Healing Draught: Restores 653100 to 8397001011 to 1299 health. This item may only be used in PvP Battlegrounds.

Healing Draught: Restores 240100 to 308700564 to 724 health. This item may only be used in PvP Battlegrounds.

Healing Elixirs: Every 18 sec, you gain Healing Elixirs. causing your next Brew or Tea to also healHealing Elixirs heals you for 15% of your total health the next time a damaging attack brings you below 35% of your maximum health, or you drink a Brew or Tea while injured.

Healing Elixirs: Every 18 sec, you gain Healing Elixirs. causing your next Brew or Tea to also healHealing Elixirs heals you for 15% of your total health the next time a damaging attack brings you below 35% of your maximum health, or you drink a Brew or Tea while injured.

Item - Druid T16 Balance 2P Bonus: Arcane spells cast while in Lunar Eclipse will shoot a single StarfallLunar bolt at the target. Nature spells cast while in a Solar Eclipse will shoot a single SunSolar bolt at the target.

Item - Druid T16 Guardian 4P Bonus: Activating Frenzied Regeneration and Savage Defense will cause a heal over time on yourself for 10% of your maximum healthbased on 25% of your Attack Power over 8 sec.

Item - Druid T16 Restoration 2P Bonus: Ironbark increases your critical chance by 20% for 12 sec.Rejuvenation ticks have a 5% chance to grant a Sage Mender, reducing the mana cost and cast time of your next Healing Touch by 20%, stacking up to 5 times.

Item - Druid T16 Restoration 4P Bonus: Rejuvenation, Lifebloom, and Wild Growth critical heals have a chance to causeCasting Ironbark grants you Spark of Life, causing all cast time heals forspells within the next 12 sec to causegrant a Living Seed on the target for 80% of the amount healed.

Item - Hunter T16 4P Bonus: Explosive Shot casts have a 40% chance to increase the number of charges your nextnot consume a charge of Lock and Load effect has. Instant Aimed shots reduce the cast time of your next Aimed Shot by 50%. Offensive abilities used during Bestial Wrath increase all damage dealt by 2%you deal by 2% and all damage dealt by your pet by $, stacking up to 15 times.

Item - Warlock T16 2P Bonus: Conflagrate hascritical strikes have a 20% chance to increase the critical strike chance of Immolate and Incinerate by 15%. Unstable Affliction critical hits have a 40% chance to increase all damaging effects of Malefic Grasp and Drain Soul by 30% for 10 sec. Soul Fire has a 20% chance to increase you and your pet's damage dealt by 20%.

Item - Warlock T16 4P Bonus: When a Burning Ember fills up, your critical strike chance is increased by 15% for 5 sec. Haunt has a 8% chance to refund its shard when expiring. Shadow Bolt and Touch of Chaos have a 20%8% chance to also cast Hand of Gul'dan at the target.

Shadow Weakness: Distract Embodied Anguish and move his gaze to another player.Transfer the Mark to another friendly player.

Living Bomb: The target becomes a Living Bomb, taking 4288 Fire damage over 12 sec. When this effect ends, or the target dies, it explodes to deal an additional ] Fire damage to the target and all other enemies within 10 yards. Limit 3 targets. This spell is strongest when applied to 1 or 2 targets. This spell has a 1.0 sec global cooldown.

Mark of Anguish: He Softfoot manifests an evil form his brother, making Embodied Anglish, a manifestation that fixates upon the raid member who has the Mark of Anguish. This spirit continues to attack players until it is slain.

Mark of Anguish: He Softfoot manifests an evil form his brother, making Embodied Anglish, a manifestation that fixates upon the raid member who has the Mark of Anguish. This spirit continues to attack players until it is slain.

Mark of Anguish: He Softfoot manifests an evil form his brother, making Embodied Anglish, a manifestation that fixates upon the raid member who has the Mark of Anguish. This spirit continues to attack players until it is slain.

Mark of Anguish: Distract Embodied Anguish and move his gaze to another player.Transfer the Mark to another friendly player.

Mark of Arrogance: Marks an enemy, causing them to suffer 55000 Shadow damage every second for the remainder of the fight. This effect stacks. Removing this effect gives the dispeller 5 Pride.

Matter Scramble: Places several zones on the ground which will scramble the locations of players standing inside them. If a zone attempts to scramble with no players, the fabric of space tears, inflicting 292500 to 307500 Fire damage to players within 30 yards.

Misery, Sorrow, and Gloom: Rook Stonetoe calls upon the spiritsmanifests evil forms of his closest friends, which formmaking Embodied Misery, Embodied Sorrow, and Embodied Gloom. These spirits continue their attacks against players until all three are slain.

Misery, Sorrow, and Gloom: Rook Stonetoe calls upon the spiritsmanifests evil forms of his closest friends, which formmaking Embodied Misery, Embodied Sorrow, and Embodied Gloom. These spirits continue their attacks against players until all three are slain.

Misery, Sorrow, and Gloom: Rook Stonetoe calls upon the spiritsmanifests evil forms of his closest friends, which formmaking Embodied Misery, Embodied Sorrow, and Embodied Gloom. These spirits continue their attacks against players until all three are slain.

Misery, Sorrow, and Gloom: Rook Stonetoe calls upon the spiritsmanifests evil forms of his closest friends, which formmaking Embodied Misery, Embodied Sorrow, and Embodied Gloom. These spirits continue their attacks against players until all three are slain.

Mocking Banner: Forces all enemies within 15 yards of the banner to focus attacks on you, and increases threat that you generate against the enemies by 200% for 6 sec.

Nether Tempest: Places a Nether Tempest on the target which deals 3900 Arcane damage over 12 sec. Each time Nether Tempest deals damage, an additional 50% of that damage is also dealt to a random target within 10 yards. This spell is strongest when applied to 3 or 4 targets.

Nightmare Seed: Increases your health by 2000 for 20 sec. When the effect ends the extra health will be lost.

Noodle Cart: Set out a Noodle Cart to sell up to 10 bowls! Each Noodle Soup restores 300000 health and 300000 mana over 20 sec. Must remain seated while eating. If you spend at least 10 seconds eating you will become well fed and gain 250 in a useful stat for 1 hour.

Orb of Light: Orb of Light weakens the physical form of pride left behind by banished players. Each orb inflicts 10% of the physical form's maximum health in Holy damage and increases its damage taken by 10%. This effect stacks.

Overcome: Overcome with pride, increasing all damage and healing done by 100%.

Overcome: Enemies hit by Swelling Pride that have 100 Pride become mind controlled and attack their allies. In addition, maximum health is increased by 500%.

Overload: Inflicts 200000150000 Nature damage to all enemies, and increases damage dealt by 10%. Stacks up to 20 times.

Petrification: You turn to stone, absorbing up to 60006050 total damage, but you are unable to move, attack, or cast spells. Lasts 30 sec.

Potion of Heroes: Increases Strength by 70 and temporarily increases health by 700 for 15 sec.

Power Strikes: Every 20 sec, you gain Power Strikes, causing your next Jab, Soothing Mist, Spinning Crane Kick, Expel Harm, Keg Smash, or Crackling Jade Lightning to generate 1 additional Chi. If you are already at maximum Chi, a Chi Sphere will be summoned near you.

Power Surge: Releases the energy stored within the Power Core, increasing spell power by 15 for 30 sec.

Power Surge: Releases the energy stored within the Power Core, increasing spell power by 25 for 30 sec.

: Forces the target to attack you, but has no effect if the target is already attacking you.and increases threat that you generate against the target by 200% for 3 sec.

Resolute Spirit: Circle of Healing and Prayer of Mending casts increase the effect of your next Holy Word spell by 50%15%, stacking up to 10 times. While Spirit Shell is active, you gain 10%15% haste and 3500 mastery.

Ring of Peace: Forms a sanctuary around the friendly target, instantly silencing and disarming all enemies for 34 sec. In addition, enemies who attack or cast spells on allies within the ring of peace will be disarmed and silenced for an additional 34 sec. Ring of Peace lasts for 8 sec.

Sacred Shield: Protects the target with a shield of Holy Light for 30 sec. The shield absorbs up to damage every 6 sec. Can be active only on one target at a time.

Sage Mender: Ironbark increases your critical chance by 20% for 12 sec.Rejuvenation ticks have a 5% chance to grant a Sage Mender, reducing the mana cost and cast time of your next Healing Touch by 20%, stacking up to 5 times.

Sanctified Wrath: Avenging Wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts. Holy Reduces the cooldown of Holy Shock by 50% and increases the critical strike chance of Holy Shock by 20%. Protection Reduces the cooldown of Judgment by 50%100%. Avenging Wrath also increases healing received by 20%. Retribution Reduces the cooldown of Hammer of Wrath by 50%.

Self-Reflection: Reflections explode out of the ground, inflicting 250000 Shadow damage to all enemies within 2 yards.

Self-Reflection: The Sha of Pride causes up to 5 players to reflect on their actions, creating a Reflection of Pride at their location. With each tick of Self-Reflection, the Sha focuses on players with higher levels of Pride, only targeting those with 25, 50 and then 75 Pride.

Selfless Healer: Your successful Judgments reduce the cast time and mana cost of your next Flash of Light by 35% per stack and improves its effectiveness by 20% per stack when used to heal others. Stacks up to 3 times.

Torment: Fires a bolt of creation fluid at a location which inflicts 120000 Fire damage every second for 5 sec. After 5 sec, the fluid congeals into a solid form, inflicting 50000 Fire damage every second for 1 min30 sec and creates a Primal Ooze. These vile creatures increase in damage, size, and speed every second until defeated.

Spoils of Pandaria: Creates voids of magic around units in the area for 10 sec. Any targets which remain in the area are healed for 5% of their maximum health every second.Fires a bolt of creation fluid at a location which inflicts 120000 Fire damage every second for 5 sec. After 5 sec, the fluid congeals into a solid form, inflicting 50000 Fire damage every second for 30 sec and creates a Primal Ooze. These vile creatures increase in damage, size, and speed every second until defeated.

Torment: Creates voids of magic around units in the area for 10 sec. Any targets which remain in the area are healed for 5% of their maximum health every second.Fires a bolt of creation fluid at a location which inflicts 120000 Fire damage every second for 5 sec. After 5 sec, the fluid congeals into a solid form, inflicting 50000 Fire damage every second for 30 sec and creates a Primal Ooze. These vile creatures increase in damage, size, and speed every second until defeated.

Spoils of Pandaria: Creates voids of magic around units in the area for 10 sec. Any targets which remain in the area are healed for 5% of their maximum health every second.Fires a bolt of creation fluid at a location which inflicts 120000 Fire damage every second for 5 sec. After 5 sec, the fluid congeals into a solid form, inflicting 50000 Fire damage every second for 30 sec and creates a Primal Ooze. These vile creatures increase in damage, size, and speed every second until defeated.

Set to Blow: Fires a bolt of creation fluid at a location which inflicts 120000 Fire damage every second for 5 sec. After 5 sec, the fluid congeals into a solid form, inflicting 50000 Fire damage every second for 1 min30 sec and creates a Primal Ooze. These vile creatures increase in damage, size, and speed every second until defeated.

Shield Guard: Heals the warrior for 1.You heal for 30% of all damage blocked with a shield and 30% of all damage absorbed by Shield Barrier.

Shield of the Righteous: Instantly slam the target with your shield, causing 836 Holy damage, reducing the physical damage you take by ]% for 3 sec, and causing Bastion of Glory. Bastion of Glory Increases the strength of your Word of Glory when used to heal yourself by 10%. Stacks up to 5 times.

Spark of Life: Rejuvenation, Lifebloom, and Wild Growth critical heals have a chance to causeCasting Ironbark grants you Spark of Life, causing all cast time heals forspells within the next 12 sec to causegrant a Living Seed on the target for 80% of the amount healed.

Spirit: Increases the target's Spirit by 15 for 30 min. This effect counts as a Battle Elixir.

Spirit: Increases the target's Spirit by 20 for 30 min. This effect counts as a Battle Elixir.

Spirit Bound: Summons a manefestation of negative emotion which shares health with its creator.

Spirit Bound: Summons a manefestation of negative emotion which shares health with its creator.

Spirit Bound: Summons a manefestation of negative emotion which shares health with its creator.

Spirit of Zanza: Increases the player's Spirit by 25 and Stamina by 25 for 2 hrs. Battle Elixir.

Spite of Sargeras: Hurls a magical bolt at an enemy, inflicting 85 to 115114 Shadow damage.

Stabilized Eternium Scope: Attaches a permanent scope to a bow or gun that increases its critical strike by 28. Attaching this scope to a ranged weapon causes it to become soulbound.

Stamina: Increases the target's Stamina by 15 for 30 min. This effect counts as a Guardian Elixir.

Stamina: Increases the target's Stamina by 20 for 30 min. This effect counts as a Guardian Elixir.

: When performing this transmute, you have a chance to learn additional recipes. The number of recipes you can learn is limited by your skill in Alchemy.Arcane spells cast while in Lunar Eclipse will shoot a single Lunar bolt at the target. Nature spells cast while in a Solar Eclipse will shoot a single Solar bolt at the target.

Strength: Increases the target's Strength by 15 for 30 min. This effect counts as a Battle Elixir.

Strength: Increases the target's Strength by 20 for 30 min. This effect counts as a Battle Elixir.

: When performing this transmute, you have a chance to learn additional recipes. The number of recipes you can learn is limited by your skill in Alchemy.Arcane spells cast while in Lunar Eclipse will shoot a single Lunar bolt at the target. Nature spells cast while in a Solar Eclipse will shoot a single Solar bolt at the target.

Super Rocket Launch: Fire a powerful rocket at the enemy that does 960 to 14401439 damage and stuns them. This thing has quite a kick though...

Super Sapper Charge: Explodes when triggered, dealing 900901 to 1500 Fire damage to all enemies nearby and 675 to 11251124 damage to you.

Final Gift: Norushen's final act purifies all players, reducing their Pride to 0.

Unstable Flask of the Sorcerer: Increases Intellect by 20, Stamina by 3020, and spell power by 23 for 1 hour. Counts as both a Battle and Guardian elixir. You can only have the effect of one flask at a time. This effect persists through death, but only works in the Blade's Edge Mountains Plateaus and Gruul's Lair.

Ursoc's Vigor: Activating Frenzied Regeneration and Savage Defense will cause a heal over time on yourself for 10% of your maximum healthbased on 25% of your Attack Power over 8 sec.

Vengeful Strikes: Rook Stonetoe enters an offensive stance, stunning his target and inflicting 34 to 35% weapon damage every half-second in a frontal cone twice per second for 3 sec.

Vengeful Strikes: Rook Stonetoe enters an offensive stance, stunning his target and inflicting 34 to 35% weapon damage every half-second in a frontal cone twice per second for 3 sec.

Vengeful Strikes: Rook Stonetoe enters an offensive stance, stunning his target and inflicting 34 to 35% weapon damage every half-second in a frontal cone twice per second for 3 sec.

Vengeful Strikes: Rook Stonetoe enters an offensive stance, stunning his target and inflicting 34 to 35% weapon damage every half-second in a frontal cone twice per second for 3 sec.

: Deals 533 to 588 21%24% of SpellPower] Shadowflame damage to all enemies in a 20 yard line.and increases the duration of Corruption by 4 sec.

Comments

Comment by imabubble

man... don't nerf impending victory lol... its the only healing power i use on my warrior :P

Comment by Gurgii

on Wed, 19 Jun 2013 18:07:35 -0500

I like the changes to taunting. As a bear, I approve. =D

Comment by Blaze90i

on Wed, 19 Jun 2013 18:28:29 -0500

Kor'kron War Wolf reward? Damn, I can't wait to see how it looks! Would fit perfect to my Orc Warrior. :p

Comment by Crystalinn

on Wed, 19 Jun 2013 18:36:21 -0500

I'm not exactly amused with the Conductivity changes. I liked it as it was. ;w;

Comment by burningeagles

on Wed, 19 Jun 2013 18:38:15 -0500

Not sure how I feel about that amz change, such a short period of time to reduce magic dmg and by only 40%. Although with the way it currently it is, it pretty much reaches max absorb limit and disappears in half a second on boss fights.

Comment by milalyr

on Wed, 19 Jun 2013 18:42:16 -0500

Hehe, I think Distracting Shot got caught in the crossfire of the Taunt changes.

Comment by Jhazkresh

on Wed, 19 Jun 2013 18:44:18 -0500

Notice how the taunt changes only apply to bears, warriors, and DK's. =\\ That doesn't seem like a fix to anything, to me.

Comment by Mantrhax

on Wed, 19 Jun 2013 18:49:54 -0500

Oh yeah Stop messing with classes ! then ask again why u guys are loosing subscriptions. Geting tired of this bs changes every #$%^ing time

Comment by Darkgauntlet

on Wed, 19 Jun 2013 18:59:51 -0500

A few comments on the classes I play.

DK - AMZ nerf is a big blow. Need to take raidwide damage mechanics more seriously.Rogue - I'm okay about the status quo of rogues and so are Blizz.Shaman - The level 75 healing talent tier change is weird. For dps shaman, Conductivity is already considered not very attractive; and this change nerfs it even more in favor of the buffed Healing Tide Totem. Not the philosophy Blizz announced when designing talents. For resto shaman Conductivity change is potentially a buff, but I don't think many of them will drop Healing Tide Totem still.Warlock - Conceptionally I do not object the KJC nerf but need to really test things out. Besides, a strong AOE cooldown in Mannoroth's Fury is awesome.

Comment by AkimboYojimbo

on Wed, 19 Jun 2013 19:43:26 -0500

man... don't nerf impending victory lol... its the only healing power i use on my warrior :P

Actually, that's a buff over the current live version and is likely just a tooltip correction on the PTR side. 30% would have been pretty amazing though I'd personally like to see something like a 15% instant heal followed by a hot of perhaps 10-15%, the 15% on a 30 second CD has always felt pretty lackluster next to Second Wind.

Comment by Talthos

on Wed, 19 Jun 2013 20:24:43 -0500

DK - AMZ nerf is a big blow. Need to take raidwide damage mechanics more seriously.

Look closer, it would seem to imply that the former damage absorb limit it currently has on live is getting removed completely. Even if the current one lasts a flat 10 seconds, the absorb limit is so tiny when you have more than 4 other people in it at once, it wears off long before reaching the limit; any AoE damage taken by any party/raid member inside it decreases the remaining absorb. And 40% is nothing to really scoff at either, that's still a respectable number, unlike another spell I remember that was far more unfair on release with the same reduction value (*cough* Bone Shield live version 1 40% *cough*).

Comment by Rainemard

on Wed, 19 Jun 2013 20:30:01 -0500

Darn it, I had a hunch Demo's 4p was going to get reduced...

Could you imagine though... Meta form spamming ToC, having HoGs flying down every 5-6th cast... imagine if they also gave Fury to prolong Meta... man that was an awesome image while it lasted.

Comment by Chaix

on Wed, 19 Jun 2013 21:48:56 -0500

Notice how the taunt changes only apply to bears, warriors, and DK's. =\\ That doesn't seem like a fix to anything, to me.

applies to hunter pets, hunters, voidwalker, and pallies. too the only tank i don't see a change to is brewmasters and apothosis locks. i'd wager they might be an oversight (either on blizz's part or mine) since it seems they want to change the mechanic itself.

Comment by Kanariya

on Wed, 19 Jun 2013 21:57:40 -0500

Don't really think that Taunt change is necessary since Threat is virtually meaningless nowadays but okay.

Comment by Melilithia

on Wed, 19 Jun 2013 23:28:10 -0500

So they're nerfing KJC even further? Sigh.

Comment by wexorian

on Wed, 19 Jun 2013 23:53:01 -0500

I'm kinda sorry for Mad Garosh so much pain in his words :)

Comment by link55557

on Thu, 20 Jun 2013 00:21:44 -0500

I'm kinda sorry for Mad Garosh so much pain in his words :)

Except that he's literally claiming that he will create mountains of skulls and rivers of blood. Probably while killing Thrall. I don't feel sorry for the retribution he's brought down on his head.

Comment by Zaldin

on Thu, 20 Jun 2013 00:29:15 -0500

Whelp, RP will be needed for IBF, so far for that utility. Seeing as I generally am runestriking whenever I've got RP I guess I'll have to take really hard hitting attacks into account now.

Comment by Rankkor

on Thu, 20 Jun 2013 00:55:53 -0500

Nazgrim ='(

God Damn you Garrosh.

DAMN YOU for making us do this T_T

And jaina, to the surprise of nobody, is still a tool. Go figure.

Comment by justabaka

on Thu, 20 Jun 2013 02:14:49 -0500

Your successful Judgments reduce the cast time and mana cost of your next Flash of Light by 35% per stack; Stacks up to 3 times